public void Update() { if (gameObject.transform.position.y < LowerLimit) { switch (whatToDo) { case FallingReset.Quit: FallQuitEvent.Invoke(); break; case FallingReset.Respawn: FallRespawnEvent.Invoke(); break; case FallingReset.RestartLevel: FallRestartEvent.Invoke(); break; case FallingReset.NextLevel: FallNextEvent.Invoke(); break; case FallingReset.LogOnly: default: Debug.Log(gameObject.name + " has fallen."); break; } } }
public void Start() { FallQuitEvent.AddListener(LogFallQuit); if (QuitClean.exists) { FallQuitEvent.AddListener(QuitClean.only.FailScene); } FallRespawnEvent.AddListener(LogFallRespawn); FallRestartEvent.AddListener(LogFallRestart); FallNextEvent.AddListener(LogFallNext); }